strats
- Posts
- 5
- Location
- Montreal, Canada
- Joined
- 15 April 2013
Did you play in the Vanilla Draft Tourney? What features did you miss? Be very specific. Do not type "NS2+." Type something like "the ability to change team score with the click of a button."
A list will be compiled with all input from this thread and sent to WasabiOne. The goal is to get UWE to reassess their development strategy. (ie. SAVE COMPETITIVE NS2)
United Lowbobs
- Posts
- 6
- Location
- Aarau, Switzerland
- Joined
- 22 January 2015
I was casting on one of the servers, in that point of view I was missing:
- Teamnames and Teamscore on top are missing
- HP/AP Numbers of Players (It's hard to see how much they realy have left)
- Bars for dropped weapons, how long will they stay on the ground
- The "Both teams need to be ready", we never really know if we are live, a lot of restarts because games started by mistake (something i also like on pub servers with the shine plugin where there are also 15secs before the game starts)
- The pausefunction, we had the situation a player crashed and then they played 5v6
- NS2+ Statistics after the match to recap what happend
From players we got:
- Balancechanges which make marines have hard lifes, mostly missing HMG's and Phantomupgrade being too stronk
- Custom Crosshairs/Alienvisions
- Mouse Doublesensitivity for Aliens/Marines
Keeping your life form after you crash is one I haven't seen anyone mention yet, pretty handy feature to have.
(In addition to what Hoeloe already mentioned)
From a casters perspective:
- Lack of Team Badges, makes it difficult get a rough idea of who's playing (and comp. exp/strength).
- NS2+ stats, both the player stats and the match summary at the bottom are informative to go through at the end of the match.
Feedback from players:
- Disturbing visuals and ambient sounds, obscuring vision and making it difficult to hear the enemy.
- Exos too expensive both to research and purchase (even tho stronger than the compmod ones) to be a viable choice. Marines with excess resflow who could afford teching down that path are better off investing right into constant offense.
BEAST INFECTION
- Posts
- 100
- Location
- United States of America
- Joined
- 24 November 2013
why is there a public thread for an email to wasabione.....he and everyone at UWE can just read this thread why label it email?
Pause Plugin
Player save state for crashes etc
Entire system of administration that is linked to ensl admins and refs for automated server control
FolsomPrison
- Posts
- 41
- Location
- San Jose, United States of America
- Joined
- 20 February 2013
UWE Ultimately wants to implement features that increase player retention.
THE BIGGEST COMPLAINT from new users is and has always been team and player balance. The game's balance is not the issue, it's the way players join teams and how skill is MEASURED.
I made this spreadsheet a while back on player skill and this was something huge I wanted to see integrated into MATCHMAKING.
https://docs.google.com/spreadsheets/d/1ergG38eMTdcxEfkMPO9na5SwCleLgChsfsSZTffS9qM/
If this, or at least a more accurate stats capture was done, this would likely increase player retention a lot.
Also, if you guys ever do NS3 and want to appeal to the masses, a single player campaign is pretty much required nowadays. Especially in a game with highly complex variables and 2 completely different play styles. But to not get off track, for the competitive community, which I believe is one of the only things continuing to drive the vanilla game, we obviously want comp mod / NSL mod in all it's glory.
***I can only assume, the COMMUNITY DEVELOPERS, (who work for free), would like to be included in change control and QA workflows.***
You guys should automate testing with jenkins and autohotkey to make sure that the new branch commit to steam does not break the critical mods you rely on.
Also, maybe setting up a GoFundMe to help give the community devs some incentive. A typical dev makes about $40-$60/hour. It would be nice to pay them back for all their hard work.
To be honest. UWE really should be hiring them on as CONTRACTORS and pay them when they need them to do work. This is the BEST solution. As then when they break something, they either need to pay them or fix it themselves.
SO TO SUMMARIZE:
1) Capture Stats (Per the worksheet) and REBALANCE How Matchmaking assigns players
2) Implement OFFICIAL UWE Servers in California, Dallas, New York/Virginia, and Luxumberg.
3) Merge the major comp mods into the main NS2 Production Branch
4) Hire Mendasp and Dragon on as contractors and pay them a competitive rate for ADHOC work.
5) Implement change control and automated testing of major community dev mods to ensure the latest commit doesn't break mods for them.
- Posts
- 7
- Location
- Europe
- Joined
- 8 September 2013
I don't think they should divert resources to incorporating shit in NS2 that's allready there... jep they are reliant on mods to have an enjoyable game.. this will nerver change #dealwithit .. do you realy want an half assed incorporation of single features (THEY have control over then) ? what should CHANGE is their attitude... every addition to the game NEEDS to be optional... the updates need to be tested.. I mean REALLY tested (Q&A is a joke, and a not funny one either)... less frequent... and they need to make the upcoming changes open on the discord a week before release... all this here accomplishes is diverting resources into shit that's allready there or not needed at all like the last 3 months, instead of working on stuff this game desperatley needs... Serverside Replay system, floating (auto scaling) balance 6v6-12v12, team sponsor decals on the maps... don't make em waste time, again! Or the sad story of wasted potential will continue
Different colors on weapons on ground to make it easier to tell what you're going to pick up.
Auto pick up welders.
FOV Slider.
Transparency slider on hud elements (Map for instance).
Individual size scaling on hud elements .
Settings for stuff like damage numbers (How long should they be visible for instance or how large and what color for better visibility?).
Resource Tower counter using actual numbers not dots like I'm a pre-schooler please.
Ability to hide weapon models (It's way easier to shoot aliens you can see and not hiding behind the thing you're supposedly holding to get rid of them with).
More audio sliders for individually controlling what sounds matter to you, pretty much impossible to hear lots of people in game in vanilla because of really low mics and excessively loud ambient noises or gun fire.
Adjustable hit beeps (Q3 over NS2 Vanilla sounds any day).
Pretty much every bar in the game replaced by numbers or at least an option for it.
Longer range on visibility of health for buildings/power nodes.
REMOVE THE ******** Green ********* when getting shot.
Not for reasons beyond me go deaf when suffering damage.
Fix silent lerks?.
Auto alien vision toggle?.
Light sources options?
Ability to remove giant holograms everywhere?
That's the first ones I came to think of that I don't think I saw mentioned yet, sorry if I repeated anything or restated something in a similar fashion and I might add more in the future. I saw some stuff in the same area I mentioned when re-reading but I'll let it stay for now anyways, sorry.
For The Lolz
- Posts
- 1
- Location
- Germany
- Joined
- 1 February 2016
I didn't play the draft but what I am missing since I started playing in 2015:
different binding sets for alien and marine play
option to bind one action on two different keys (i.e. bind +jump "mwheelup" "mwheeldown")
option to give marines and aliens different colour in AV to better tell friend and foe's toenails when in heavy packplay
option to turn of redscreen and soundfuckup when losing some hp (http://forums.unknownworlds.com/discussion/111018/impairment-of-player-abilities-and-senses/p1)